internal/ui: add sleep for an environment where vsync doesn't work

Updates #2952
This commit is contained in:
Hajime Hoshi 2024-09-17 01:44:19 +09:00
parent 50f0a8343c
commit 24e5751ece

View File

@ -70,7 +70,14 @@ func newContext(game Game) *context {
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
return nil
}
func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
@ -81,63 +88,50 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
n = 2
}
for i := 0; i < n; i++ {
if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil {
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
}
return nil
}
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (needsSwapBuffers bool, err error) {
// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
if outsideWidth == 0 || outsideHeight == 0 {
return nil
return false, nil
}
debug.FrameLogf("----\n")
var needSwapBuffers bool
if err := atlas.BeginFrame(graphicsDriver); err != nil {
return err
return false, err
}
defer func() {
if err1 := atlas.EndFrame(); err1 != nil && err == nil {
needsSwapBuffers = false
err = err1
return
}
if needSwapBuffers {
if err1 := atlas.SwapBuffers(graphicsDriver); err1 != nil && err == nil {
err = err1
return
}
} else {
now := time.Now()
defer func() {
c.lastSwapBufferTime = now
}()
if delta := time.Second/60 - now.Sub(c.lastSwapBufferTime); delta > 0 {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
time.Sleep(delta)
}
}
}()
// Flush deferred functions, like reading pixels from GPU.
if err := c.processFuncsInFrame(ui); err != nil {
return err
return false, err
}
// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
return nil
return false, nil
}
// Update the input state after the layout is updated as a cursor position is affected by the layout.
if err := ui.updateInputState(); err != nil {
return err
return false, err
}
// Ensure that Update is called once before Draw so that Update can be used for initialization.
@ -155,15 +149,15 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
})
if err := hook.RunBeforeUpdateHooks(); err != nil {
return err
return false, err
}
if err := c.game.Update(); err != nil {
return err
return false, err
}
// Catch the error that happened at (*Image).At.
if err := ui.error(); err != nil {
return err
return false, err
}
ui.tick.Add(1)
@ -172,13 +166,39 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
// Update window icons during a frame, since an icon might be *ebiten.Image and
// getting pixels from it needs to be in a frame (#1468).
if err := ui.updateIconIfNeeded(); err != nil {
return err
return false, err
}
// Draw the game.
needSwapBuffers, err = c.drawGame(graphicsDriver, ui, forceDraw)
if err != nil {
return err
return c.drawGame(graphicsDriver, ui, forceDraw)
}
func (c *context) swapBuffersOrWait(needsSwapBuffers bool, graphicsDriver graphicsdriver.Graphics, vsyncEnabled bool) error {
now := time.Now()
defer func() {
c.lastSwapBufferTime = now
}()
if needsSwapBuffers {
if err := atlas.SwapBuffers(graphicsDriver); err != nil {
return err
}
}
var waitTime time.Duration
if !needsSwapBuffers {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
waitTime = time.Second / 60
} else if vsyncEnabled {
// In some environments, e.g. Linux on Parallels, SwapBuffers doesn't wait for the vsync (#2952).
// In the case when the display has high refresh rates like 240 [Hz], the wait time should be small.
waitTime = time.Millisecond
}
if waitTime > 0 {
if delta := waitTime - now.Sub(c.lastSwapBufferTime); delta > 0 {
println(waitTime.String(), now.Sub(c.lastSwapBufferTime).String())
time.Sleep(delta)
}
}
return nil